At 4th monk level, you gain access to Ki points. Your Ki point maximum is equal to your Constitution or Wisdom modifier (whichever is higher), minus 4 (minimum 2, maximum 5). You restore 1 ki every rest.
Ki and rest dice can be interchanged as 2 full round actions. 1 Ki is worth 3 rest dice.
At 4th monk level, gain access to the Ki powers tree. Whenever you would gain an ability score increase, you can choose to instead gain two upgrades from the Ki powers tree.
At 4th monk level, gain 2 upgrades from the ki powers tree:
Channel Ether - you can spend 1 Ki as an action to access the ethereal plane for up to 2d4+1 rounds. For the duration, you traverse into the ethereal plane, but retain the ability to faintly see the material plane so long as you are not encased in solid. After the duration, you will either have to spend another point of KI to remain a minute longer(repeating) or you will be forced back so long as you are occupying an empty space. Per round spent overlapping a solid space when being forced back, accumulate 1d6 force damage, which is dealt to you once you rematerialize into the original plane. You can reenter the original plane at will as an action or reaction at any time in the duration.
Ether walker - While in the ethereal plane, so long as you have 1 Ki, you can blink up to your movement speed + your jump distance as a bonus action or action.
Channel Ether II - You can spend 1 Ki to use Channel Ether as a reaction to being targeted by a spell effect, allowing you to make a dexterity save vs the spells DC. On a success, you briefly blink into the ethereal plane, ignoring the spell. On a failure, the spell connects with you in the ethereal plane.
Force etherjump - You can spend 1 ki to instead force a creature to make a wisdom save, entering the ethereal plane as though it were using Channel Ether, either alone or with you.
Ether binding - You can spend 1 Ki as an action to restore 1d3 charges to an item or wand you control, stabilize or activate a portal or magical gateway, or force a target creature within 30ft to make a wisdom save, becoming dimensionally anchored for 2d3 rounds on a failure, not being allowed to use blink, teleportation, or displacement spells and abilities.
Ki acceleration - You can spend 1 Ki to accelerate a projectile or spell projectile being fired or thrown by you or an ally within 10ft, or if it's path intersects a 10ft radius sphere centered on you. When you do so, you double its range, and then double it again, and you can make it gain +4d8 force damage.
Ki-link - You can spend 1 Ki to link to an item or creature you can touch. You innately know the direction towards and distance to (roughly) the linked target, or which plane they are in. You can only link to up to as many targets as your intelligence bonus (min 1.)
Ki circulation - You do not fall unconscious when a 0 HP. You may spend 1 KI when reaching 0 hp or losing your last death save, in order to remain at 1d6 HP or at one remaining death slot, respectively. So long as you have at least 1 point of Ki, you can hold your breath for 10 minutes as normal.
Ki vitality - So long as you have at least 1 Ki, you reduce all incoming damage by 1. Your maximum Ki count is increased by 1, this increases the maximum allowed ki by 1 (5 to 6.)
Harmonious strength - So long as you have at least one Ki, your jump distance and movement speed are increased by 15, and the AC bonus from Aura is increased by 1. You may spend 1 Ki to gain one of the following for 1 turn: +6 to strength and +3 to athletics, or +6 to dex and +3 to acrobatics.
Empowered awareness - So long as you have at least 1 ki, you have an extra reaction per round, a +2 bonus to initiative, and can spend a reaction to automatically block a ranged projectile attack that is not a nat 20. You can spend 1 Ki to gain expertise and a +1 bonus with one of the following skills for 1 minute: insight, investigation, or perception.
Ki saturation - You can spend 1 Ki to enter stasis, requiring no air, food, or water, until a time of your choosing. You gain a +3 bonus to saves vs sleep or dream spells, and spells while in the ethereal or dream realms.
Transformed eyes - You gain 30ft of aurasight, and 90ft of darkvision. So long as you have at least 1 Ki, you gain a +1 bonus to insight, investigation, and perception checks, and your ranged attacks gain a +30/+60 range bonus.
Ki reserves - Once per long rest, you can regain 1 Ki immediately.
Ki projection - So long as you have at least 1 KI, you can manifest a solid-apparition of any shield or melee weapon you are proficient with in your hands. It gives off a faint light, is translucent, and dematerialize as long as you drop it or unequip it. Thrown weapons remain for their thrown attack duration, but dematerialize afterwards.
Ki enchantment - You can spend 1 Ki when using Ki projection to grant the weapon a +1 bonus, or 2 Ki to grant the weapon a +2 bonus. When enchanting or creating a weapon, you can spend 1 Ki to enhance the granted weapon property in one of the following: Increase a dice by 1 damage size, increase a duration by 1 unit(turns, rounds, minutes, hours, days,) or increase the area or range of an effect by half (rounded up.)
Ki attunement - You can spend 1 Ki to attune a specific weapon, either conjured by Ki projection, or otherwise, and attune to it. The attuned weapon can be summoned via Ki projection even when at 0 Ki. Only one such weapon can be attuned. Having the two-weapon fighting feat allows attuning to two such weapons at once.
Spirit archer - You can manifest arrows and bolts with Ki Projection. Choose three properties that you can add to such manifested ammunition: +1d8 fire damage, +1d8 cold damage, +1 critical range, +1d4 lightning damage in 5ft around target and to target, +1d8 poison damage and target is poisoned and blinded on a critical hit.
Ki blocking - You can spend 1 ki as a reaction while having at least 1 hand free to automatically block an attack. You can spend 1 ki to create a wall of force in a 15ft line in front of you(a 15ft line in any direction with at least one point touching a 10ft radius around you) that reduces spell, projectile, and elemental damage dealt to creatures by spells that pass through it(or if they intersect between a creature and the origin of the spell/center of its effect) by 3d6. It lasts 1d4 rounds.
Ki shielding - So long as you have at least 1 Ki, you gain 1 temporary block at the start of combat.
Manifesting - So long as you have at least 1 Ki, you can create small items and objects that fit in a 2ft cube, a 5ft tile, or a narrow rope-like object up to 60ft in length. Objects like this dematerialize after a minute if at 1 Ki, or after up to an hour if at 2 Ki or more.
Ki fist - So long as you have at least 1 KI, your unarmed attacks are treated as magical and deal +1 force damage. You can spend 1 KI when hitting a target (before block is made) to either: enhance the attack to deal 6d6 extra sonic damage, or directly deal 5d6 sonic damage to the target with no block.
Hypersonic fist - When you use Ki fist, you can spend an extra rest dice to cause it to deal half the sonic and fire damage in a 20ft cone behind the target, requiring creatures to make a dexterity save, taking half-damage on a success. You can instead spend a ki point to make the after-effect area be a sphere centered around the target. You are immune from this effect.
Ki flurry - When using flurry while unarmed and with at least 1 Ki, you gain an extra attack.
Ki blast - Choose one damage type when selecting this: force, lightning, radiant, psychic, or sonic. You can spend 1 Ki as an action, you can fire a 60 ft beam, or fire a blast that targets a 15ft diameter sphere area within 50ft that you can see. In either case, targets in the areas take 6d6 points of the selected damage, and must make a dexterity save to halve it.
Indomitable hands - Your hands are immune to fire, acid, poison, and cold damage.
Ki redirection - You can spend 1 Ki as a reaction when successfully blocking an attack to immediately make an attack with the benefits of flurry against the target. So long as you have at least 1 Ki, you gain a +3 bonus to block checks.
Ki push - You can spend 1 Ki to replace an attack with a push maneuver. Make an athletics roll instead of an attack roll, adding attack, roll bonuses to the check. And the target must make a strength save vs the outcome of the athletics check. On a failure, it is pushed back 40ft + 5ft per strength bonus +5ft per remaining ki. On a success, reduce this distance by 5 feet for every point the save exceeds your check
Transmute Ki - Choose a class of magic: occult, oath, or mystic. You can spend 1 rest dice and 1 KI to obtain a cantrip of that school until long rest. When doing so, roll a 1d10>2 chance dice. On a failure, the cantrip is chosen by the GM. You use wisdom +1 as your casting modifier for it. You can only have one cantrip through this ability, replacing the previous if done again.
Elemental Ki - Chose one lvl 2 arcane spell: pyromancy, cryomancy, geomancy, or ethermancy. Gain the following:
- Learn the chosen spell.
- So long as you have at least 1 Ki, you can spend a rest dice to cast your chosen spell at 2nd level.
- You can spend 1 Ki to cast the spell at 3rd level.
Greater Ki transmutation - Choose a class of magic: Occult or Mystic. Learn 2 spells of lvl 1, and 2 of lvl 2 of the chosen class. You can spend 1 ki to cast them at a spell level equal to 1/2 your total character level(rounded up.) using your wisdom bonus +1 as the casting modifier.
Ki enervation teaching - So long as you are at 0 Ki, 1 Ki is worth 2 rest dice. Choose one:
- Gemstone worth 400g or more.
- Skull of a sentient creature that was slain when it was full of vitality.
- The heart of a medium or larger greater monstrocity ( lycanthrope, vampire, Crypt Ghoul, or Illithid. Subject to GM.)
The chosen item can be sacrificed during rest during a ritual to restore 1 Ki.
Ki restoration - You can spend 1 Ki to regenerate a limb you list since your last round as an action, restore 1 rest dice, and remake a save vs ongoing diseases and curses.
Ki rune - You can spend 1 Ki point to place a Ki rune no an item for 1d4 days. For the duration, the item gains a +1 bonus (Even mundane non-equipment items, subject to GM), and its maximum bonus (+3 for weapons) is increased by 1 for the duration.
Siphon auras - You can burn 1 Ki point as an action to filter the background magic in a 500ft radius, allowing you to inspect any area within range in a grayscale perspective. During this process, time is expanded in your perception, allowing you 3 turns of observation and making skill or investigation checks.
At 5th monk level, gain 1 extra upgrade from Ki powers.
Also at 5th monk level, choose one:
Extra ki points - Your Ki point maximum is increased by 1.
Ki master - You can transfer between ki and rest dice as an action instead of a full round action. Your rest dice maximum is increased by 1.
Enhanced meditation - When using meditation (monk 2) and at 0 Ki, you can restore 1 Ki as well.
At 6th monk level, gain 1 extra upgrade from Ki powers.
At 6th monk level, choose one ability:
Ki magic - Choose 2 classes of magic from arcane, occult, or mystic. Learn 3 spells of lvl 3 or lower from those classes. You can spend 1 Ki to cast them using wisdom +1 as your casting modifier. They are cast at 1/2 your total level (rounded up)
Supernatural lifeforce - You can spend 1 Ki to grant yourself 4d6 + 4 arcane health. This can be done once per round.
Harmonic speed - You can spend 2 Ki to gain an extra turn, either as a free action if done at the end of your turn, or as a reaction if done outside your turn order. This can only be done once per round.
Ki boost - You can spend 2 Ki to double the damage of an attack or ability you use.